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Abstract:

The disclosure includes a game of chance in which profile data for social
contacts in a social networking system is used to determine whether a
player wins or loses the game of chance. An indication that a first
player desires to be included in a game provided on a social network
system is stored. The game randomly selects a subset of a plurality of
social contacts of a second player. In response to determining that the
first player is included in the randomly selected subset of the plurality
of social contacts, an award is provided to the first player.

Claims:

1. A method comprising: storing, in a machine-readable medium
communicably coupled to one or more processors, an indication that a
first player desires to be included in a game provided on a social
network system; randomly selecting, using the one or more processors, a
subset of a plurality of social contacts; and providing, by the one or
more processors, an award in response to determining that the first
player is included in the randomly selected subset of the plurality of
social contacts presented on a display as a part of operation of the game
for a second player.

2. The method of claim 1, wherein providing the award includes
determining that the randomly selected subset of the plurality of social
contacts resulted in a winning outcome for the second player.

3. The method of claim 1, and further comprising providing a report to
the first player indicating that the first player was included in the
randomly selected subset of the plurality of social contacts.

4. The method of claim 1, and further comprising displaying images
associated with the randomly selected subset of the plurality of social
contacts as reel elements for reels of a slots based game.

5. The method of claim 1, wherein the plurality of social contacts of the
plurality of social contacts are associated with the second player.

6. The method of claim 1, wherein the award includes one or more of
points, access to an online game, access to a feature of a game, access
to a bonus game, a discount on a good or service, a virtual trophy, a
virtual medal, or a virtual badge.

7. A system comprising: one or more processors; a memory coupled to the
one or more processors; a machine readable medium communicably coupled to
the one or more processors, the machine readable medium to store a
plurality of social contacts; a display communicably coupled to the one
or more processors; and a game of chance executable by the one or more
processors from the memory, the game of chance associated with a social
network system, the game of chance configured to: store, in the machine
readable medium, an indication that a first player desires to be included
in a game provided on the social network system; randomly select, using
the one or more processors, a subset of the plurality of social contacts
of a second player; and provide an award in response to determining, by
the one or more processors, that the first player is included in the
randomly selected subset of the plurality of social contacts presented on
the display as a part of operation of the game.

8. The system of claim 7, wherein the award is provided, based at least
in part, on a determination by the one or more processors that the
randomly selected subset of the plurality of social contacts resulted in
a winning outcome for the second player.

9. The system of claim 7, wherein the system is configured to provide a
report to the first player indicating that the first player was included
in the randomly selected subset of the plurality of social contacts.

10. The system of claim 7, wherein the game of chance is a slots based
game and is further configured to display images associated with the
randomly selected subset of the plurality of social contacts as reel
elements for reels of the slots based game.

11. The system of claim 7, wherein the plurality of social contacts are
associated with the second player.

12. A machine-readable storage medium having stored thereon machine
executable instructions, that when executed, cause one or more processors
to perform operations comprising: storing an indication that a first
player desires to be included in a game provided on a social network
system; randomly selecting a subset of a plurality of social contacts of
a second player; and providing an award in response to determining, by
the one or more processors, that the first player is included in the
randomly selected subset of the plurality of social contacts presented on
a display as a part of operation of the game.

13. The machine-readable storage medium of claim 12, wherein providing
the award includes determining that the randomly selected subset of the
plurality of social contacts resulted in a winning outcome for the second
player.

14. The machine-readable storage medium of claim 12, and further
comprising providing a report to the first player indicating that the
first player was included in the randomly selected subset of the
plurality of social contacts.

15. The machine-readable storage medium of claim 12, wherein the
operations further comprise displaying images associated with the
randomly selected subset of the plurality of social contacts as reel
elements for reels of a slots based game.

16. The machine-readable storage medium of claim 12, wherein the
plurality of social contacts are associated with the second player.

17. The machine-readable storage medium of claim 12, wherein the award
includes one or more of points, access to an online game, access to a
feature of a game, access to a bonus game, a discount on a good or
service, a virtual trophy, a virtual medal, or a virtual badge.

18. The machine-readable storage medium of claim 12, wherein the
plurality of social contacts share an interest, and wherein the award is
selected in accordance with the interest.

19. The machine-readable storage medium of claim 12, wherein the award
comprises points and wherein the operations further comprise adding the
points to an account associated with the first player.

20. The machine-readable storage medium of claim 12, wherein the
operations further comprise: receiving a fee from the first player; and
in response to receiving the fee, making the player eligible for
inclusion in the randomly selected subset of the plurality of social
contacts.

Description:

RELATED APPLICATIONS

[0001] This application is a divisional application that claims priority
benefit of U.S. application Ser. No. 13/464,964 filed 5 May 2012, which
claims priority benefit of U.S. Provisional Application No. 61/483,633
filed 6 May 2011.

LIMITED COPYRIGHT WAIVER

[0002] A portion of the disclosure of this patent document contains
material which is subject to copyright protection. The copyright owner
has no objection to the facsimile reproduction by anyone of the patent
disclosure, as it appears in the Patent and Trademark Office patent files
or records, but otherwise reserves all copyright rights whatsoever.
Copyright 2011, WMS Gaming, Inc.

FIELD

[0003] Embodiments of the inventive subject matter relate generally to
games of chance, and more particularly to games that include social
network contact data in the game mechanics.

BACKGROUND

[0004] The use of social networking systems such as Facebook and MySpace
has dramatically grown over time. A feature that has been added to social
network systems is the ability to play games within the social networking
system. The games provide a mechanism for the game provider to obtain
social contact data for the player and the player's contacts. The
popularity of such games depends on the likelihood (or perceived
likelihood) of winning the game and the intrinsic entertainment value of
the game relative to other options. Shrewd game developers therefore
strive to employ the most entertaining and exciting machines, features,
and enhancements available because such games attract players and
therefore increase the amount of profile data available to the game
operator.

SUMMARY

[0005] A game system and its operations are described herein. In some
embodiments, the operations can include storing an indication that a
first player desires to be included in a game provided on a social
network system. The game randomly selects a subset of a plurality of
social contacts of a second player. In response to determining that the
first player is included in the randomly selected subset of the plurality
of social contacts, an award is provided to the first player.

BRIEF DESCRIPTION OF THE FIGURES

[0006] Embodiments of the invention are illustrated in the Figures of the
accompanying drawings in which:

[0007] FIG. 1 illustrates a general operating environment in which
embodiments of the invention may be practiced.

[0008] FIG. 2 is a flowchart illustrating a method for using social
contact data from a social networking system into a game of chance.

[0009] FIGS. 3 and 4 are example user interfaces for a game of chance
incorporating social network data.

[0010] FIG. 5 is a diagram providing further details on a reel symbol
according to embodiments.

[0011] FIG. 6 is a flowchart illustrating a method for using social
contact data from a social networking system into a game of chance.

[0012] FIG. 7 is a block diagram illustrating a system for using awards
from a game of chance incorporating social network data according to
embodiments of the invention.

[0013] FIG. 8 is a block diagram illustrating a system that obtains data
from one or more of multiple third party systems for incorporation into a
game of chance according to embodiments.

[0014] FIG. 9 illustrates an example game symbol used in a fantasy sport
league based game.

[0015] FIG. 10 illustrates an example mapping of third party data to game
symbols.

[0016] FIG. 11 is a block diagram of an example embodiment of a computer
system upon which embodiments of the inventive subject matter can
execute.

DESCRIPTION OF THE EMBODIMENTS

[0017] This description of the embodiments is divided into five sections.
The first section provides an introduction to embodiments of the
invention, while the second section describes example operating
environments. The third section describes example operations performed by
some embodiments and the fourth section describes further example system
architectures. The fifth section presents some general comments.

Introduction

[0018] This section provides an introduction to some embodiments of the
invention. In general, the embodiments of the invention include a game of
chance in which profile data for social contacts in a social networking
system is used to determine whether a player wins or loses the game of
chance. As used herein, a game of chance is a game that provides an
uncertain outcome predominately determined by chance. Social contacts are
randomly selected from a group of social contacts. The social contacts
may come from a single source, or they may be aggregated from multiple
sources. A game player wins if the randomly selected social contacts have
one or more profile attributes that match each other. In some
embodiments, the one or more profile attributes match both the player's
attribute and the randomly selected social contacts' attributes. In
particular embodiments, the game is presented as a slots based game in
which profile pictures for the social contacts are the symbols for the
reels of the slots game.

Operating Environment

[0019] This section describes an example operating environment and
presents structural aspects of some embodiments.

[0020] FIG. 1 illustrates a general operating environment 100 in which
embodiments of the invention may be practiced. Operating environment 100
includes a social network system 102 and a game 108. Examples of such
social network systems include Facebook, MySpace, and LinkedIn. The
embodiments of the invention are not limited to any particular social
network system. Generally speaking, social network system 102 is a system
that maintains a set of social contacts. Such social contacts may be
friends, acquaintances, business colleagues, family members etc.

[0021] Social network system 102 maintains social contacts data 104 for
users of social network system 102. Such social contacts data includes
lists of social contacts associated with a user. Social contacts can be
online friends (e.g., Facebook friends), links (e.g., LinkedIn), business
contacts, contacts from online address books, members of fantasy sports
leagues or other social network contacts. Additionally, social contacts
data includes attributes of the social contacts. Examples of such
attributes may include various combinations of name, current address,
previous addresses, age, birth date, gender, relationship status,
physical attributes, personal likes and dislikes, educational background,
employment background etc. In general, social contacts data includes any
demographic or other data about a person that may be available from an
available data source. The set of attributes for a particular social
contact may be referred to as a profile. Social network system 102 may
provide an API (Application Program Interface) 106 that allows
applications such as game 108 to access the lists of social contacts and
social contact attributes maintained in social contacts data 104.

[0022] Game 108 is a game of chance that uses the social contact data as
part of the game mechanics. Game 108 may be any type of game of chance.
In some embodiments, game 108 is a video slot machine game. In
alternative embodiments, game 108 may be a card game, a simulated race
(such as a horse race or car race), a dice game, or other game of chance.
Further details on the operation of game 108 and the integration of
social contact data in the mechanics of game 108 are provided below.

[0023] In some embodiments, game 108 is hosted by the social network
system and operates within a software framework provided by social
network system 102. In alternative embodiments, game 108 is hosted by a
separate system or server and operates outside of the software framework
provided by social network system. In either case, game 108 may use API
106 to extract the desired social contact data 104.

[0024] Although FIG. 1 describes some embodiments, the following sections
describe many other features and embodiments.

Example Operations

[0025] This section describes operations associated with some embodiments
of the invention. In the discussion below, the flow diagrams will be
described with reference to the block diagrams presented above. However,
in some embodiments, the operations can be performed by logic not
described in the block diagrams.

[0026] In certain embodiments, the operations can be performed by
executing instructions residing on machine-readable media (e.g.,
software), while in other embodiments, the operations can be performed by
hardware and/or other logic (e.g., firmware). In some embodiments, the
operations can be performed in series, while in other embodiments, one or
more of the operations can be performed in parallel. Moreover, some
embodiments can perform less than all the operations shown in any flow
diagram.

[0027] This section will discuss FIGS. 2-7. The discussion of FIGS. 2-6
will describe operations for providing a game of chance that utilizes
profile data for social network contacts to determine whether a player
wins the game. The discussion of FIG. 7 will describe operations for
providing additional awards when profile data of a first player is part
of a winning combination of social contact for a game of chance played by
a second player.

[0028] FIG. 2 is a flowchart illustrating a method 200 for implementing a
game of chance using social contact data. The method begins at block 202
by receiving data for a group of social contacts. The data may include
lists of contacts, and will include profile attributes for the contacts.
As noted above, such attributes can include name, current address,
previous addresses, age, birth date, gender, relationship status,
physical attributes, personal likes and dislikes, educational background,
employment background etc.

[0029] Various embodiments may use different domains of data for the group
of social contacts. In some embodiments, the group may include a set of
social contacts associated with a player (e.g., "friends" of a player).
The group may further include indirect social contacts (e.g., "friends of
friends").

[0030] In alternative embodiments, the group of social contacts may
include contacts that share a particular characteristic or are interested
in a particular topic. For example, a group may include social contacts
that are interested in or have indicated they like a particular sport, a
particular team, a particular band, a particular activity or a particular
event. The characteristic or interest may be self-identified, that is,
the user indicates an interest or characteristic. Alternatively, the
interest or characteristic may be inferred based on the user's profile or
activity on the social network such as indicating the user "likes" or
"dislikes" particular postings on the social network. The social contacts
may be included in such a group regardless of whether or not they are
associated with the player.

[0031] In further alternative embodiments, the group of social contacts
may be selected by a player. The player may select friends, family
members or other persons for inclusion in the group. In some embodiments,
selection of a social contact may include sending an invitation to the
social contact to participate in the game of chance.

[0032] Other groupings of social contacts may be used and are well within
the scope of the inventive subject matter.

[0033] In order for a social contact to be included in the group of social
contact, some embodiments may determine whether or not the social contact
has provided permission for the game of chance to access the contact's
profile information. If such permission has not been provided, the social
contact is not included in the group.

[0034] At block 204, the game randomly selects a subset of the social
contacts from the group of social contacts. The number of contacts in the
selected subset may vary depending on the type of game being played. In
some embodiments, the game is a slots based game of chance that simulates
the operation of a slot machine. The symbols for the simulated slot
machine may be images associated with the selected social contacts, for
example, the contact's profile picture. In such a game, the number of
randomly selected social contacts in the subset will be the number of
simulated reels. Various other slot mechanics may be made part of the
game. For example, an interface allowing a player to stop a reel or reels
at a desired time, or nudge a reel or reels to a different position may
be part of the game. Additionally, various styles of reel mechanics and
reel configurations may be used in various embodiments. For example, the
reels may be cascading reels or wrap-around reels. The reels may further
be configured as a "Rubik's Cube", with profile pictures appearing on the
faces of the cube. A user interface in such an embodiment may allow a
player to align the sides of a cube with profile pictures of users that
have matching characteristics.

[0035] In a card based game, the number of randomly selected social
contacts in the subset may be the number of cards in a hand and the
profile pictures may be used as symbols on the cards. In a dice based
game, a profile picture may appear on the face of a die, and matches
determined according characteristics of the profiles that result from a
simulated throw of a set of dice having profile pictures. In a video
scratch card based game, profile pictures may be placed under the
scratch-off area.

[0036] As noted above, the pictures used as slot reel symbols, card
symbols, dice symbols or other game elements are profile pictures. In
alternative embodiments, other pictures may be used. For example,
pictures that have been tagged with a social contact (e.g., having
metadata indicating the name or other identification of the social
contact in the picture) may be used as a game symbol.

[0037] At block 206, the game determines if one or more profile attributes
shared by the randomly selected subset of social contacts match. For
example, in some embodiments, the game determines a match exists if all
of the randomly selected contacts have the same age. Various types of
matching may be used in different embodiments. In some embodiments, the
game may require an exact match. In other embodiments, fuzzy matching may
be employed. For example, rather than requiring an exact match on age,
the game may determine a match exists if the ages are within the same
decade, or within the five years of one another. Additionally, the game
may determine that matches exist for more than one attribute.

[0038] At block 208, if the game determines that a match on at least one
profile attribute shared by the randomly selected social contacts exists,
then the game provides an award to the player. In some embodiments, the
award may be points. The points awarded may vary depending on the number
of matching attributes. Further, the points awarded may vary depending on
the odds of a match on the attribute value. For example, an exact match
on ages within the randomly selected social contacts is less likely than
a match on astrological sign, where there are only twelve possible
values. Therefore the game may award more points for an exact match on
age than would be awarded for a match on astrological sign.

[0039] In alternative embodiments, the award may comprise unlocking a
feature of the game of chance, or a feature of a different game. For
example, the award may unlock a bonus game or feature associated with a
wagering game available at a casino. Additionally, the award may unlock
an episode of a bonus game for a wagering game. Alternatively, the award
may unlock or make available characters, character attributes (clothing,
appearance, tools etc.) for a bonus game associated with a wagering game.
When the player goes to a casino to play the wagering game, the bonus
game, episode, character or other feature is made available to the
player.

[0040] Other awards may be provided in addition to, or instead of points.
For example, in some embodiments, a virtual trophy, medal or badge may be
awarded. In alternative embodiments, discounts coupons or certificates
for goods or services may be awarded. The discount coupon or certificate
may be for a good or service that is known or assumed to be of interest
to the player. For example, if the group of social contacts includes
those users who have expressed an interest in hockey, then the discount
coupon or certificate may be for discounted hockey tickets or hockey
equipment. In some embodiments, a player, prior to a game, selects one or
more discount coupons that the player may be interested in. Upon winning
a game, one or more of the preselected coupons may be awarded to the
player.

[0041] FIG. 3 illustrates an example user interface 300 for a game
according to embodiments of the invention. The example interface shown in
FIG. 3 is an example interface for a slot based game application
incorporating social contact profile data in the game mechanics.
Interface 300 includes a spin button 302, reel symbol group 304, spin
score 310 and total score 312. Spin button 302 provide an interface to
initiate a new round of the game by randomly selecting a subset of social
network contacts. The images representing reel symbols (i.e., the
contact's profile image) make up the reel symbols in reel symbol group
304. In the example shown, three reels 306A-C are used in the game. Those
of skill in the art having the benefit of the disclosure will appreciate
that a slots based game may have more or fewer reel symbols arranged in
various grid combinations. For example, in alternative embodiments, nine
symbols in a three by three grid may be used. Further alternative
embodiments may have other symbol and grid size arrangements such as
three by five, five by five, four by four etc. In the embodiment shown in
FIG. 3, a fourth reel symbol 308 is included as part of the game. Reel
symbol 308 represent the player's social contact profile data. In some
embodiments, the match rules require that attribute values of the
randomly selected social contacts match attribute values of the player.
In such embodiments, the randomly selected social contacts change with
each spin, while the final reel, representing the player, does not
change. In alternative embodiments, matching of profile attribute values
may be based on the randomly selected social contact and need not include
the profile attribute values of the player.

[0042] Spin score 310 provides a scoring of the outcome of the current
play (in this example, a spin) of the game. In the example shown in FIG.
3, the outcome of the current round of the game indicates that the three
randomly selected social contacts whose profile images appear as reel
symbols 306A-C had attributes whose values matched each other's attribute
values and attribute values for the player. Thus the game awarded 25
points based on the fact that each of the three randomly selected social
contacts have ages in the 30's, where the player's age is also in 30's.
Additionally, the game awarded 5 points based on the fact that each of
the three randomly selected social contact's astrological sign is
"Aries", which matches the player's astrological sign.

[0043] Total score 312 provides a total score over multiple plays of the
game by the player. Thus the score from each round of play is added to
the total score 312.

[0044] In some embodiments, user interface 300 includes a pay table 314.
Pay table 314 provides information to a player regarding the number of
credits or points that are provided for particular types of matches. The
number of credits for a particular type of match will typically depend on
the probability of a match on the particular attribute. In the example
illustrated in FIG. 3, a match between a player birthday and a social
contact's birthday appearing in the reels is worth 100 credits. A match
on a "like" (e.g., the social contact and the player both indicated they
liked the same web site, movie, book etc.) is worth 20 credits. A star
sign match is worth 10 credits, a location match (e.g., the social
contact and the player are located in the same location) is worth 5
credits and a match on gender is worth 1 credit. Those of skill in the
art having the benefit of the disclosure will appreciate that other
attributes and match amounts are possible and within the scope of the
inventive subject matter.

[0045] In addition to providing opportunities for game play, the social
contacts that appear in the reel positions 306A-C may be potential
candidates for addition to the player's social contact group. As noted
above, some embodiments of the invention determine a group of social
contacts eligible for random selection as part of the game where the
group is based on social contacts that have a shared interest in a
particular activity or topic. The presentation of social contacts that
occurs as part of the game of chance provides a convenient way for the
player to find social contacts that they know share their interest in the
activity. In some embodiments, the player can click on, or otherwise
select the image 306. Upon such selection, the selected social contact's
profile data may be presented to the player. For example, the player may
be taken to a web page for the social contact on the social network site.
The player may then choose to add the social contact to their group of
contacts (friends, links etc.).

[0046] FIG. 4 illustrates an example user interface 400 for a game
according to alternative embodiments of the invention. In some
embodiments, the reel symbols may include logos or other branding images
in addition to the social contacts. In the example illustrated in FIG. 4,
reel symbol 402 is a logo for a wagering game that may be provided in a
casino. Reel symbol 404 is a logo for a casino. The logo may be selected
according to various factors. For example, the logo may be associated
with a new wagering game that a manufacturer or casino wishes to promote.
Alternatively, the logo may represent a recommendation for the player
based on the player's interests. For example, the reel symbol 402 may
represent a logo for a wagering game that the system predicts the player
would find enjoyable. Similarly, reel symbol 402 may represent a logo for
a casino that is recommended to the player as a casino that the player
would like to visit, or a casino that has wagering games that the player
would find enjoyable. In some embodiments, the logo may be selected
resulting in further information about the wagering game or casino being
presented to the user. For example, a web page describing the wagering
game or casino may be presented to the user.

[0047] Reel symbols comprising social contacts and logos may be combined
in various ways. For example, in cases where a player has few social
contacts available for inclusion in a group, logos representing games,
casinos, products or services may be added as reel symbols. Additionally,
the mix of logos and social contacts that may be randomly selected to be
displayed as part of a game of chance may be used as an incentive to play
the game. For example, if a player does not play very often, the mix of
logos and social contacts may be adjusted such that the odds of getting a
logo are comparatively high (thereby reducing the odds of getting a set
of social contacts where the profile attributes match). As the player
plays more often, the number of logos presented may be reduced, thereby
increasing the odds of getting a set of social contacts having matching
profile attributes and thus increasing the odds that the player wins the
game of chance.

[0048] FIG. 5 is a diagram providing further details on a reel symbol 502
according to embodiments. In some embodiments, reel symbol 502 includes
an image 506 associated with a social contact profile (typically a
picture selected by the owner of the profile). Reel symbol 502 may also
include one or more of a profile name 504, profile status 508, and match
icons 510. Profile name identifies the social contact.

[0049] Profile status 508 is an area on the reel symbol that contains text
or graphics that indicate a current status for the profile. The status
may be provided by the profile owner (e.g., the profile owner updated the
status using an interface provided by the relevant social network web
site) or the status may be provided automatically. For example, a profile
status may be automatically updated if the profile owner indicates a
"like" for a web site. Alternatively, participating in games, surveys or
other options provided by the social network or associated with the
social network may cause an automatic update of profile status 508.
Profile status 508 may be a static area in some embodiments, while in
alternative embodiments, profile status 508 may be a scrolling region of
text or graphics.

[0050] Match icons 510 are used to indicate various matches between a
social contact associated with a reel symbol and a player's social
contact data. In the example illustrated in FIG. 5, icons indicating five
types of matches are shown. These matches are birthday, likes,
astrological sign, geographic position and gender. Those of skill in the
art having the benefit of the disclosure will appreciate that other
demographic or statistical matches may be represented by other icons. As
noted above, each type of match may be worth varying amounts of points.
If a demographic aspect of a social contact represented by a reel symbol
matches that of the player, then the corresponding icon is highlighted in
the reel symbol in some embodiments. Various types of highlighting may be
used, including making the icon brighter or blinking, shaking, or
rotating the icon.

[0051] FIG. 6 is a flowchart illustrating a method 600 for awarding points
in a game of chance according to embodiments of the invention. The method
starts at block 602, where a system executing the methods receives an
indication that a first player's social contact information (e.g., data
from the player social network system profile) is to be included in the
game of chance. The indication may come in a variety of ways. For
example, in some embodiments, registering to play the game of chance is
used as an indication that the player's social network contact data may
be included in the game. In alternative embodiments, the player may use a
user interface to indicate that they want their social network contact
data to be included in the game. In general, any indicator that provides
an "opt-in" functionality may be used.

[0052] At block 604, the game randomly selects a subset of social contacts
as part of a second player's play of the game of chance. The selection of
a subset of social contacts may be performed as described above with
reference to block 204 (FIG. 2).

[0053] At block 606, the game determines an award for the second player.
The award may be determined as described above with reference to block
208 (FIG. 2).

[0054] At block 608, the game determines if the first player was included
as part of the randomly selected set of social contacts. In some
embodiments, the first player may be awarded points based on the first
player's inclusion in the randomly selected subset of social contacts. In
alternative embodiments, in order for the first player to be awarded
points, the first player must appear in the randomly selected subset of
social contacts and the second player must also have won points based at
least in part on at least one of the first player's attribute values
contributing to a match of the other social contact's attribute values.
In other words, in order for the first player to be awarded points, the
second player must have won an award.

[0055] As will be appreciated from the above, in some embodiments, a
player need not be playing the game in order to be awarded points. In
fact, the player need not even be present or logged in to a social
networking site in order be awarded points.

[0056] In some embodiments, the game may provide or make available to a
first player a list or report of other players where the first player's
profile was randomly selected to appear during the other players' game
play. Such a feature provides incentive for the first player to check
back with the game to determine if the first player received any points
or other awards while the first player was away from the game.

[0057] In addition to the operations described above in FIGS. 2-5, various
embodiments may incorporate additional features. For example, in some
embodiments, a leader board may be maintained for the game of chance. The
leader board presents the top scoring players along with their scores.
The leader board may be global in scope or it may be limited to a
particular country, region, state, city or other geographic region.
Further, the leader board may be limited to players having a particular
interest, such as players interested in a particular sport, sports team
or other activity.

[0058] In some embodiments, social contacts may be ranked based on the
number of points or awards they have earned playing the game of chance.
The ranking may then be used by the game of chance when awarding points
to a player. For example, an award amount may be enhanced or multiplied
based on the ranking of a social contact included in the randomly
selected subset of social contacts.

[0059] In some embodiments, players may be organized into leagues or
tournaments, where the system keeps track of the scoring for the player
in the league or tournament. In such embodiments, a leader board may
display only those players in the league or those players participating
in the league or tournament. The league or tournament may include a draft
of social contacts to be included in the player's group of social
contacts (i.e., a pool of contacts) that are available for random
selection as part of the game play. As part of the draft, the player may
select social contacts for inclusion in their group of social contacts.
In embodiments where rankings of social contacts may be used to provide
additional points or point multipliers, it is therefore advantageous for
the player to be associated with social contacts having a high ranking.

[0060] Some embodiments provide a challenge mode for game play. In the
challenge mode, players compete "head to head" with one another, with the
winner staying on to challenge another player. The game play in challenge
mode may be in real time such that the players are competing against one
another simultaneously. The challenge mode may be part of league or
tournament play, or it may be separate from a league or tournament.

[0061] In some embodiments, a player may be limited to a certain number of
plays of the game, or a certain duration of play of the game. In such
embodiments, a player may use points or even monetary value to purchase
more rounds of play or more time to play.

[0062] In some embodiments, a player may be required to spend points in
order to include social contacts in the group of social contacts that is
used as the basis for random selection. Similarly, the player may be
required to spend points for the opportunity to be included in a social
contact group that may be used to as the basis for random selection in
another player's game.

[0063] Additionally, a player may spend points to acquire a particular
background, reel color or other optional feature of the game of chance,
or of another game such as a wagering game provided by a casino operator.
Similarly, certain features of a game may require sharing of a certain
level of profile information with the game application. Advanced or more
desirable features may require sharing more information, more detailed
information with the game application.

[0064] While FIGS. 1-6 have described systems, methods, and user
interfaces for a game of chance having mechanics that incorporate social
contacts and social contact data, FIG. 7 describes the interaction of the
game with other systems.

Example System Architecture

[0065] FIG. 7 is a block diagram of a system 700 for analyzing and using
social contact data and award data. In some embodiments, system 700
includes a social network system 102 and a game server 702. Additionally,
system 700 may optionally include or interface with one or more of a
player tracking system 720 or loyalty system 722. Player tracking system
720 is a system that tracks play of wagering game machines in a casino or
family of casinos by a player. Typically the player is assigned a player
tracking card that associates the player with a player tracking account.
The player inserts the card into a card reader on the wagering game
machine. The player tracking system can thus track which wagering games
the player uses and the duration of play of the wagering games by the
player. In addition, the player tracking system may store demographic
data for the player. In return for allowing the casino to track wagering
game usage of a player, the player is typically awarded loyalty points
that may be exchanged for goods or services at the casino.

[0066] Loyalty system 722 is similar to player tracking system 720.
Loyalty system 722 comprises a system that tracks purchases of goods and
services from a registered user. Examples of such loyalty systems include
systems that implement a frequent flyer program, frequent buyer program,
frequent renter program etc.

[0067] Game server 702 may include units that analyze social contact data
received from multiple sources. For example, game server 702 may include
a data analysis unit 706 that receives game social contact data 704 and
applies various heuristics to the data to make inferences, predictions or
recommendations about players based on the data. Game social contact data
704 will typically include social contact data received from a social
network site for players of game 108, the player social contacts, and
other social contacts that have allowed their social contact data to be
shared with the game 108.

[0068] Game server 702 may maintain an awards database 710. Awards
database 710 may be used to maintain data such as points earned by a
player, or data representing trophies, medals, badges, identifiers for
unlocked games, features etc. In some embodiments, awards database 710
may be used to populate data for a leader board 714. Leader board 714
identifies the top players of a game 108. The leader board may be for all
players of game 108. Alternatively, the leader board 714 may present the
top players and scores for players in a geographic region such as a
country, state, province, city etc., or the players in a league or
tournament. Further, the leader board 714 may be for players having a
particular interest, such as players interested in a particular sport,
sports team or other activity.

[0069] In some embodiments, data analysis unit 706 may include demographic
and purchase or usage data from either or both player tracking system 720
and loyalty system 722. Data from player tracking system 720 and loyalty
system 722 may be matched with social contacts in game social contact
data 704 to produce aggregated demographic data 708. The addition of such
data allows the data analysis unit to potentially provide better
inferences, predictions or recommendations to interested parties and to
provide a more complete view of a social contact. For example, a casino
may use the aggregated data to provide recommendations or targeted
advertising to a player regarding wagering games or casino services that
may be of interest to the player.

[0070] Game server 702 may also include an award conversion unit 712. In
some embodiments, award conversion unit 702 converts points awarded to a
player of game 108 into a different point system, for instance a point
system maintained by player tracking system 720 or by loyalty system 724.
For example, points awarded during play of game 108 may be converted into
frequent flyer points.

[0071] FIG. 8 is a block diagram illustrating a system 800 that obtains
data from one or more of multiple third party systems for incorporation
into a game of chance according to embodiments. As discussed above, such
third party systems may be social network systems such as Facebook,
Twitter, LinkedIn, Google+, Classmates.com, 4square etc. Additionally,
third party systems may include systems that maintain data for fantasy
sports leagues, photo sharing sites, online address book systems or other
systems that maintain demographic info.

[0072] The data obtained from the third party systems may be aggregated or
used separately to provide games and game elements to players. In some
embodiments, system 800 includes a game server 802 coupled to one or more
data sources 804-810 through a communications network 812. System 800 may
include either or both a wagering game machine 816 and online game 814.
Communications network 812 may be any type of network, including local
area networks, wide area networks, private networks, public networks, or
any combination thereof. In some embodiments, communication network 812
includes the Internet.

[0073] Game server 802 provides games or game elements for online games of
chance 814 or wagering games on wagering game machine 816. Such game
elements can include one or more of pay tables 826, math models 828 or
game symbol images 830. Pay table 826 defines payout amounts for various
combinations of symbols that may be randomly generated by a wagering
game. For example, pay table 826 may define payout amounts for
combinations of reel symbols, cards, dice or other game elements. Math
model 828 defines parameters and functions for various elements that
define in mathematical terms aspects of a game. Game symbol images 830
are images that appear on game elements such as reel symbols, card faces,
die faces or other game elements.

[0074] Data sources 804-810 are third party systems (with respect to game
server 802), that provide data that may be used by game server 802 to
customize games provided as on line games 814 or games presented on
wagering game machine 816. Data sources 804-810 may be any type of system
that can provide data for use in customizing a game. For example, in some
embodiments, data source 804 is a system that maintains data for a
fantasy sports league. The fantasy sports league can be any type of
sports league, including football, baseball, basketball, hockey etc. In
some embodiments, data source 806 can be a social networking system such
as Facebook, LinkedIn, Google+, Twitter, Classmates.com, 4square etc. In
some embodiments, data source 808 can be a photo sharing site such as
Flickr. Data source 810 represents any of a multitude of other potential
data sources such as systems providing financial data, investment data,
dating systems (e.g., "match.com"), weather data, travel data etc. Data
source 810 may also be a repository of data for an online social game
(e.g., "Farmville") or gaming system (e.g., Xbox Live). The inventive
subject matter is not limited to any particular data source. Further, it
should be noted that game server 802 may have access to multiple data
sources and can use the data sources alone or in combination to provide
games or game elements.

[0075] Game server 802 includes an extract, transform and load (ETL) unit
820 that obtains data from a data source and performs operations on the
obtained data to transform the data into a form that can be used readily
by the server to provide customized games. In some embodiments, ETL unit
820 obtains data through an API 834. API 834 is an interface that is
provided and published by the third party data source to enable systems
to obtain data from the data source. In some embodiments, API 834 may be
a web service interface. As an example API, Facebook provides a "Facebook
Data Connect" API that allows systems to obtain data from the Facebook
social networking system. Other APIs that may be used include SOAP or
JSONG. In alternative embodiments, game server 802 may obtain data from a
structured file (e.g., an XML file) that is transferred from the data
source to game server 802 over network 812.

[0076] In some embodiments, ETL unit 820 provides normalization and
mapping functions using a data transformation process 824. Normalization
may include scaling or otherwise transforming the data so that the third
party data can conform to the requirements of a pay table or math model
used by a game provided by the game server. Normalization is desirable in
some embodiments, because the normalized data can provide a better basis
for randomly selecting or mapping data elements in the data source.

[0077] ETL unit 820 may also map data received from data sources 804-110
to game elements (e.g., pay tables, math models, game symbol images etc.)
or game templates for games provided by game server 802. Various types of
mapping are possible and will vary depending on the type of source data.
For example, in the case of fantasy sports leagues, points accumulated by
a sports player based on their performance over a period of time may be
used to map the sports player's image and performance data to a game
symbol such as a reel symbol, a card face, or the face of a die. An
online game or wagering game player may specify their fantasy league
team, and the team's players' fantasy points and other data may be used
as part of the mapping. Thus the game symbols are personalized to the
wagering game player based on statistics taken from the player's fantasy
sports team.

[0078] As noted above, other types of data can be used to personalize or
customize a game of chance or a wagering game. Data from a game player's
stock portfolio may be used. As an example, stock symbols may be mapped
to game symbols. The stock symbols may be mapped such that the highest
gaining stocks could be mapped to symbols with a higher payback.
Similarly, demographic data obtained from a social network site using the
wagering game player login credentials may be used to map images of
friends to game symbols. Likewise, photos obtained from photo sharing
sites may be mapped to game symbols using metadata associated with the
photos.

[0079] Mapping may be accomplished in various ways. In some embodiments, a
game designer may provide a mapping of various data elements in various
data sources to game elements of a game. In alternative embodiments, a
game player can specify a mapping of data elements to game elements. For
example, a game player may choose to map a fantasy football team to game
symbols. The game player may identify particular data elements the player
is interested in such as fantasy points, college, position etc. that are
to be used in the mapping. In further alternative embodiments, heuristics
may be employed that analyze a data source's data elements and
automatically determines a mapping from data elements to game elements.

[0080] Thus in some embodiments, game server 802 obtains data 860 obtained
from a third party data source. The data may be pushed to game server 802
or the data may be pulled by game server 802 from a data source. After
obtaining the data, a data transformation process transforms the data
(e.g., normalizes, scales or otherwise transforms the data) into a form
that can be used by a game engine 840 to provide games such as online
game 814 or games on a wagering game machine 816. Although shown as part
of game server 802, game engine 840 may reside within a social networking
site, within a wagering game machine, within an online game client.

[0081] Player profiles 832 may be used by a game server 802 to determine
which data sources to obtain data from. Player profiles are typically
associated with a player identification. The profile for a player in some
embodiments includes various data sources that the player is interested
in using to personalize or customize a game. Upon logging in to an online
game or wagering game, for example by inserting a player tracking card or
entering login credentials, the game server can use data from the data
sources in the game player's profile to customize a wagering game or
online game for the game player.

[0082] In some embodiments, an AI (Artificial Intelligence) unit 850
analyzes the data by applying rule sets or other heuristics to determine
which data elements from data sources 804-810 to use in a game. AI unit
850 may filter duplicate data. Further, AI unit 850 may determine the
objects and data elements that are to be used to meet desired
characteristics for the game. In some embodiments, the time that a player
or contact most recently visited a web site or played a game may be used
to determine whether the data is included for a game. The game may
include data for most recently visited sites. In alternative embodiments,
the amount of time a player or contact spent at a site may be used to
determine if the data is to be included for a game. The game may include
data from sites where the player or contact spent a relatively greater
amount of time and exclude data from sites where the player or contact
spent a relatively lesser amount time.

[0083] As noted above, data from multiple sources may be aggregated to
provide a larger domain of data for a game to use. For example, a game
may use social contact data from Facebook, LinkedIn, and classmates.com
in order to provide a broader range of social contact data to work with
than would be available from a single source. The aggregated data may be
used to create a "collage" of a players activities over a particular time
frame (for example, a week). The collage of activities may then be used
to match against the player's social contacts with points awarded as
discussed above. For example, aggregated location data may be used to
determine various locations that the player visited during the past week.
Locations that the player's social contacts visited during the same time
period may be used as matching criteria for a game, with points awarded
based on the social contact having visited the same place that the player
visited. Alternatively, location data could be used to determine a
distance traveled and the distance used to match with the player's social
contacts.

[0084] Aggregated data may be used as a secondary data source to
supplement data from a primary source. For example, assume that a player
chooses to play a game using their social contacts from a first social
networking site. If the player does not have a sufficient number of
contacts in the first social networking site to meet desired
probabilistic behavior for the game, data from a second social network
site may obtained and used to supplement the data from the first site.

[0085] The aggregated data may also be analyzed and used as a qualifier
for particular types of games that may be offered to the player. For
example, if the analyzed data indicates that the player is interested in
financial subjects, then games with a financial theme may be offered to
the player.

[0086] In some embodiments, a player may be awarded additional prizes or a
pay table award amount may be increased if a social contact appears
across multiple sources of data.

[0087] In alternative embodiments, other data besides social contact data
is used instead of or in addition to social contact data to provide
online games or wagering games. For example, fantasy sports league data,
financial data, or other types of data may be used in various
embodiments.

[0088] FIG. 9 illustrates an example game symbol 900 used in a fantasy
sport league based game. In the example illustrated in FIG. 9, fantasy
football league data is used. Symbol 900 includes an image area 902 that
comprises an image of a football player from a wagering game player's
fantasy football league team. Statistics area 904 provides one or more
statistics for the football player mapped to the game symbol 900. The
statistics area may display a subset of available statistics, and may
include fewer or more statistics than were used in the mapping.
Alternatively, the statistics area may be a scrolling region on the
symbol, with statistics scrolling across the statistics area. While the
example illustrated in FIG. 9 shows a horizontal statistics area on the
bottom of the game symbol, those of skill in the art having the benefit
of the disclosure will appreciate that a statistics area could be
presented vertically or some other orientation, and at the top or sides
or other position of the game symbol.

[0089] The statistics area may include various data and statistics
regarding the player mapped to the game symbol. Such data and statistics
may include in various embodiments current injury status (out (O),
doubtful (D), questionable (Q), probable (P))) and abbreviated statistics
for his most recent week of play (e.g., rush yards, receiving yards,
passing yards, number of touchdowns), player name, uniform number,
position, team name, years of experience, college, height, weight, date
of birth, most recent week's statistics, season-to-date statistics,
player news, etc. Fantasy points for current week can be based on either
a particular league's scoring system or a typical scoring system.

[0090] In some embodiments, fantasy sports league data may be used in a
matching based game similar to that as described above for social contact
data. In such embodiments, attributes of one or more members of a
player's fantasy sports team may be compared with similar attributes of
other fantasy sports teams in a league. Upon detecting a match between
the attributes, the player may be awarded points or credits. Using a
fantasy football league as an example, attributes such as yards gained,
touch downs, college attended, years in league etc. may be compared and
upon detecting a match, credits may be awarded. Those of skill in the art
having the benefit of the disclosure will appreciate that other
attributes in a football league may be used, and that other attributes in
other fantasy sports teams may be used and are within the scope of the
inventive subject matter.

[0091] The data may be used in other ways, and as discussed above, the
data may be mapped to symbols of a casual game or wagering game. FIG. 10
illustrates an example mapping 1000 of third party data to game symbols.
In the example illustrated in FIG. 10, a wagering game player's fantasy
sports league team data is mapped to symbols, with the current weeks
fantasy points being used to map from players in the league to certain
symbols of a slots based wagering game. As indicated in the "Symbol
Hierarchy", the wagering game incorporates high symbols, medium symbols
and low symbols along with a bonus symbol and a wild symbol. High symbols
are associated with high payout amounts, medium symbols are associated
with medium payout amounts, and low symbols are associated with low
payout amounts. The math model 828 (FIG. 8) associated with the symbol
hierarchy may be a predetermined math model (i.e., each reel strip has a
predetermined layout of symbols so as to yield winning symbol
combinations having associated payouts and probabilities of occurrence,
thereby yielding a slot game with a predetermined overall payback
percentage, e.g., 90%). Winning symbol combinations may, for example, be
three, four, and five occurrences of a particular symbol appearing
"left-to-right" along an active payline.

[0092] A bonus symbol, if it appears on a reel, causes a bonus game to
commence. In some embodiments, a predetermined number of bonus symbols,
e.g., three, are required in order to trigger a bonus game. The bonus
symbols need not appear on a payline in order to trigger a bonus game. A
wild symbol matches any symbol, with the potential exception of the bonus
symbol.

[0093] As illustrated in the example shown in FIG. 10, the player with the
highest fantasy point total for the current week is mapped to the bonus
symbol, the player with the next highest fantasy point total for the
current week is mapped to the wild symbol, followed by mapping players to
the high, medium and low symbols in descending order of fantasy points
for the current week. Those of skill in the art having the benefit of the
disclosure will appreciate that other mappings are possible and within
the scope of the inventive subject matter. In the example shown in FIG.
10, the mapping was based on a current week's data. The mapping may be
based on other time periods such as a year-to-date, current season,
previous season etc. Additionally, other data or statistics may be used
in the mapping. For example, the wild symbol may be assigned to the
player whose performance statistics exhibited the largest variance from
their average performance. Thus a player who had a mediocre or even low
average rating, but a much better than normal week, may be assigned a
symbol. In further embodiments, improvement in player statistics may be
used to map players to game symbols.

[0094] As discussed above, other types of data may be used in addition to
or instead of sports data. For instance, a wagering game player's stock
portfolio may be mapped to game symbols. As an example, the wagering game
player's highest performing stock may be assigned to the bonus symbol,
with other high performing stocks assigned to the wild, high, medium and
low symbols.

[0095] Data from corporate loyalty systems may be used to create a
matching based slots game. For example, a coffee shop may maintain data
in a customer loyalty system that tracks types of drinks ordered by
customers. The data may be used in matching based slots games in several
ways. In some embodiments, the type of drink ordered may be a comparison
criterion. In such embodiments, points are awarded to social contacts
that ordered the same type of drink. In alternative embodiments, the data
may be used as a qualifier to enter a social contact based slots game. In
such embodiments, the player is allowed to play a social contact based
slots game if they have ordered a particular type of drink. The
particular type of drink may be specified by the shop proprietor as a way
of promoting sales of that type of drink. The type of drink may be used
in the slots game as a bonus symbol.

[0096] FIG. 11 is a block diagram of an example embodiment of a computer
system 1100 upon which embodiments of the inventive subject matter can
execute. The description of FIG. 11 is intended to provide a brief,
general description of suitable computer hardware and a suitable
computing environment in conjunction with which the invention may be
implemented. In some embodiments, the invention is described in the
general context of computer-executable instructions, such as program
modules, being executed by a computer. Generally, program modules include
routines, programs, objects, components, data structures, etc., that
perform particular tasks or implement particular abstract data types.

[0097] As noted above, the system as disclosed herein can be spread across
many physical hosts. Therefore, many systems and sub-systems of FIG. 11
can be involved in implementing the inventive subject matter disclosed
herein.

[0098] Moreover, those skilled in the art will appreciate that the
invention may be practiced with other computer system configurations,
including hand-held devices, multiprocessor systems, microprocessor-based
or programmable consumer electronics, network PCS, minicomputers,
mainframe computers, and the like. The invention may also be practiced in
distributed computer environments where tasks are performed by I/O remote
processing devices that are linked through a communications network. In a
distributed computing environment, program modules may be located in both
local and remote memory storage devices.

[0099] In the embodiment shown in FIG. 11, a hardware and operating
environment is provided that is applicable to both servers and/or remote
clients.

[0100] With reference to FIG. 11, an example embodiment extends to a
machine in the example form of a computer system 1100 within which
instructions for causing the machine to perform any one or more of the
methodologies discussed herein may be executed. In alternative example
embodiments, the machine operates as a standalone device or may be
connected (e.g., networked) to other machines. In a networked deployment,
the machine may operate in the capacity of a server or a client machine
in server-client network environment, or as a peer machine in a
peer-to-peer (or distributed) network environment. Further, while only a
single machine is illustrated, the term "machine" shall also be taken to
include any collection of machines that individually or jointly execute a
set (or multiple sets) of instructions to perform any one or more of the
methodologies discussed herein.

[0101] The example computer system 1100 may include a processor 1102
(e.g., a central processing unit (CPU), a graphics processing unit (GPU)
or both), a main memory 1104 and a static memory 1106, which communicate
with each other via a bus 1108. The computer system 1100 may further
include a video display unit 1110 (e.g., a liquid crystal display (LCD)
or a cathode ray tube (CRT)). In example embodiments, the computer system
1100 also includes one or more of an alpha-numeric input device 1112
(e.g., a keyboard), a user interface (UI) navigation device or cursor
control device 1114 (e.g., a mouse), a disk drive unit 1116, a signal
generation device 1118 (e.g., a speaker), and a network interface device
1120.

[0102] The disk drive unit 1116 includes a machine-readable medium 1122 on
which is stored one or more sets of instructions 1124 and data structures
(e.g., software instructions) embodying or used by any one or more of the
methodologies or functions described herein. The instructions 1124 may
also reside, completely or at least partially, within the main memory
1104 or within the processor 1102 during execution thereof by the
computer system 1100, the main memory 1104 and the processor 1102 also
constituting machine-readable media.

[0103] While the machine-readable medium 1122 is shown in an example
embodiment to be a single medium, the term "machine-readable medium" may
include a single medium or multiple media (e.g., a centralized or
distributed database, or associated caches and servers) that store the
one or more instructions. The term "machine-readable medium" shall also
be taken to include any tangible medium that is capable of storing,
encoding, or carrying instructions for execution by the machine and that
cause the machine to perform any one or more of the methodologies of
embodiments of the present invention, or that is capable of storing,
encoding, or carrying data structures used by or associated with such
instructions. The term "machine-readable medium" shall accordingly be
taken to include, but not be limited to, solid-state memories and optical
and magnetic media that can store information in a non-transitory manner,
i.e., media that is able to store information for a period of time,
however brief. Specific examples of machine-readable media include
non-volatile memory, including by way of example semiconductor memory
devices (e.g., Erasable Programmable Read-Only Memory (EPROM),
Electrically Erasable Programmable Read-Only Memory (EEPROM), and flash
memory devices); magnetic disks such as internal hard disks and removable
disks; magneto-optical disks; and CD-ROM and DVD-ROM disks.

[0104] The instructions 1124 may further be transmitted or received over a
communications network 1126 using a transmission medium via the network
interface device 1120 and utilizing any one of a number of well-known
transfer protocols (e.g., FTP, HTTP). Examples of communication networks
include a local area network (LAN), a wide area network (WAN), the
Internet, mobile telephone networks, Plain Old Telephone (POTS) networks,
and wireless data networks (e.g., WiFi and WiMax networks). The term
"transmission medium" shall be taken to include any intangible medium
that is capable of storing, encoding, or carrying instructions for
execution by the machine, and includes digital or analog communications
signals or other intangible medium to facilitate communication of such
software.

General

[0105] This detailed description refers to specific examples in the
drawings and illustrations. These examples are described in sufficient
detail to enable those skilled in the art to practice the inventive
subject matter. These examples also serve to illustrate how the inventive
subject matter can be applied to various purposes or embodiments. Other
embodiments are included within the inventive subject matter, as logical,
mechanical, electrical, and other changes can be made to the example
embodiments described herein. Features of various embodiments described
herein, however essential to the example embodiments in which they are
incorporated, do not limit the inventive subject matter as a whole, and
any reference to the invention, its elements, operation, and application
are not limiting as a whole, but serve only to define these example
embodiments. This detailed description does not, therefore, limit
embodiments of the invention, which are defined only by the appended
claims. Each of the embodiments described herein are contemplated as
falling within the inventive subject matter, which is set forth in the
following claims.